I love rivals. I think they're better than epic villains. What's worse for your PCs than their money getting snatched out from under them? Or the dungeon being pre-plundered? Some of the favorite experiences as DM have been the party moving through, doing their thing, when all of a sudden there's another group in the next room. Do they fight them? Parley with them? Sneak away from them? So many choices and they always lead to drama.
So check out these 1d4 rival adventuring parties. First one mentioned is the leader. Make them whatever level you like.
Brothers Sludge
Conway, the roguish dragonborn, wielding his brother's sword and shield (which he is not proficient with). Likes to talk a lot and often makes deals that sound too good to be true (because they are). He's survived with his devilish good looks and unyielding luck. In truth, his armor allows him the Luck ability, allowing him to reroll any roll 3/day. Plus his rogue levels, which come in handy when he flanks with his team.
Dramlin, human bruiser. Friend of Conway's brother, he made an oath to Conway to avenge the untimely death. Doesn't get along well with Conway but likes to kill. Blood feels good on his skin. Before battle he cuts his palm and rubs it on his face, painting the emblem on Conway's shield.
Gnice, pronounced like Agnice without the A. She's the fiance of Conway's brother, and current lover of all things that bleed. Specifically the things she makes bleed. Since her finace's death she's dabbled in necromancy and has three skeletons/zombies tied to her waist by hemp rope. One of them is her fiance. He's the one who constantly tries to make out with her.
Dire Stars
Lodlan, knight of the stars. Wielder of the headband of intellect and staff of the cosmos. He threatens untimely cosmic demise if him or his party comes to harm. The staff is intelligent and controls him. It's true power is that if it's broken, the efreeti inside it is freed. As a knight, Lodlan can fight, but his threats usually work. He is grateful if he is freed and will pay with the headband.
Sammy, human paladin of the stars. Always caught without her armor and in compromising positions. She acts shy and blushes and is very sexual about the whole thing. But that's only because she's typically "caught" by men. And when they lower their guard, she digs their guts out and uses them to speak to her warlock patron (she's multiclassed). She is the one who gave the staff to Lodlan. She hopes to free the efreeti and serve it.
Telouise, the intelligent and wise black cat assassin. A real black cat. She is the first sign of Dire Stars, but most don't notice her. She speaks with an elvish accent and will kill anyone for Sammy or Lodlan, because of how nice they were to her when they were children. She is very loyal and very antagonizing.
Black Bat Alliance
Brother Bridge, the half-orc thief, wearing a leather jacket and carrying a switchblade knife. He is big but quick, strong but nimble, ugly but smart. Though he likes to use his force to steal, he can pickpocket and stealth like no other. He wears a fashionable, studded belt of giant strength and has half his levels in monk. Keeps quiet until he knows something is not a threat.
Brother Cam, human sorcerer who casts spells through his spectral hand. He's not undead. His hand is just ghost-like. It can pass through walls, armor, skin, anything, and spells cast from it get advantage to hit (but don't grant disadvantage on saves). If he shoves the hand into his own body he can go spectral for 1d6 rounds. He likes to go inside people and take them over (like the ghost ability) until time runs out, when he pulls the skin away and it's just him.
Brother Jezwind, elven rogue and plunderer of dragons. He's a new hire and is leader the BBA to their second dragon lair. They've spelunked one and came out fresh and rich, and now they're going back again. He will share this knowledge for a price. And he doesn't take gold. He's got plenty of that. Dawns the cloak of mountbanke, which allows him to dimension door once a day.
Acute Satisfaction
Thom, former Psycho Squad paladin and enforcer turned adventurer. His helmet allows him to read thoughts, detect alignment, and cast zone of truth 1/day. His sidearm, a fully functioning colt .45, is loaded with delayed fireball rounds, which deal no damage but stick to whatever is shot. The code word to make them detonate is on the barrel of his gun. If someone reads it aloud, "Gumshoe", everything goes up in flame.
Haver, winter wolf from the darkened hills. Follows Thom and obeys Thom. Loves treats and rubs. Loves to bite and tear. Chews on the thigh bone of an orc killed last night. Growls but never barks. Can easily stealth and can sniff out the most hidden foes with its snout of true-smell-seeing, which appears like a muzzle of silver steal.
Jonny, human child and paladin in training. Thom's squire though Thom doesn't wear heavy armor anymore. Has two dancing swords and an animated shield. His body is weak but his mind is strong. Has been reading from Thom's old spellbook and has picked up a few spells (psychic ones).
Nanners, old woman. She takes care of the clothes, food, and general tidiness of the group. Chose the name "Acute Satisfaction" and has stitched a banner and crests for all members. She can cast cure light wounds 3/day, and heal 1/day. She also has an amulet of planes and has knowledge of Sigil, city of doors.
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